I finally published some basic and up-to-date demos here: https://github.com/excessive/love3d-demos (and this is where demos will reside from now on). The first three are basic (forward) rendering, deferred and skeletal animation. Again, for clarification, love3d is maintained, but I don't intend to...

I still use love3d for LD stuff and tests for the time being, so it is still supported. here's a quick example, includes basic animation + some lib updates too (excuse my low quality model from LD37, it's just one of the smaller models I have on hand for this) https://my.mixtape.moe/vmgjun.zip src/i...

the scope of the library is exactly that which is most useful. anyway, STI doesn't know squat about your game world, it just loads the map. You can load up the objects into your tiny world and update the data in STI's layers using a system, as you'd do if you weren't using STI. Same goes for bump. T...

hm, I won't be entirely moving off love any time soon for my jam projects and prototyping, I think, but you might want to keep an eye on lua-bgfx. I'm still working on improving the API coverage (and making what's there usable), but most of my future projects will be using it.

Many of your functions return new objects. Consider creating functions that modify objects in place, and use object generating functions as wrappers for those. This way you get functions that don't produce garbage, plus functions that are "fire and forget" style of use. local function vector_inplac...

ivan: we don't have a lookup because of memory concerns, with LD36 (our heaviest use of the octree) we were running into memory limits... also, updated CPML to v1.2.9, which reverts the out-variable API changes to be friendlier to use again. Everything else from the old refactor branch was kept. The...